Classic 5 - Next Settings Suggestion

Report

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I saw that Kawoni had mentioned a request for settings on the discord, so I figured I would make a suggestion here.

My recommendation is a no haul world, moderate speed, and also increased pits production to account for the fact that it is a no hauls world. You could even bump the pits production to 2.5X to give players a more accelerated pace and prevent downtime when it comes to startup. This might keep users active and hyped for the world.

We haven't seen a no-haul setting on US for awhile, whilst .net/UK and other markets have been pumping out no haul settings and other cool world ideas which has been taking US regulars away from this server and harming player counts. I think adding fun settings enjoyed by the community can keep player counts interested in trying new settings and enjoying different world styles together.

Additionally, giving several days for players to join after world announcement (3 days minimum), discord announcement, confirmation that the world WILL NOT have pp features (no surprise events, war packs, event offers, accidentally toggled premium features) will definitely make the world more enticing and increase trust in community management that the world will have proper care and the classic worlds are taken seriously.

General Settings:

- Building speed: 2
- Unit Speed: 1
-
Production Factor: 2-2.5
Game:

- Archers: Activated
- Paladin / Statue: Activated (single)
- Strongholds : Deactivated
- Bonus Villages: Deactivated
- Barbarian Villages: Grow to 1500 points then shrink
- Barbarian Villages: 75% Spawn per player
- Church: Deactivated
- Watchtower: Deactivated
- Militia: Deactivated
- Morale: Deactivated
- Achievements: Activated
- Noble production: Coins
- Technologies: Simple
- Beginners protection: 4 days
- Beginners protection ratio: 20:1 for 20 days

Other:

- Nightmode: Deactivated
- Relocation Item: Activated (without friends)
- Attack and Support timing: Milliseconds (50)
- Fake limit: 1%
- Limit Noble man walking distance: Activated 50
- Scavenging: Deactivated
-
Village - Single village start
- Build time reduction - Deactivated
- Finish immediately - Deactivated
- Building cost reduction - Deactivated
- + 20% Production - Deactivated
- Merchant exchange - Deactivated





Extra :


- Victory conditions: Dominance (a tribe needs to hold 65% of villages for 5 days .)

- Tribe limit: 12
- Flags: Deactivated
- Hauls: Deactivated
- Support outside Tribe: No outside support
- Attacks on tribe members don't deal damage: Activated
We will no longer transfer items between worlds. Please keep that in mind when purchasing items and We no longer offer relocation items.

Premium Features:

- Premium Account: Activated
- Account Manager: Activated
- Farm-Assistant: Deactivated
- Premium Exchange: Deactivated


I am a BIG proponent of relocation item being allowed Still chose N/S/E/W) but REMOVING the friend toggle. This ensures that players don't join the core days into the world or pull out any surprise tactics to blitz specific users. This ensures that all future relocations will be on the rim of the world and keep competition fair and friendly.
 

Im not Crazy Henkie.

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Very good suggestions!

2 remarks from me:
- Scavenging off? (My preference)
- Tribe limit I would like to see (a lot) smaller; perhaps 5 for a change? We havent seen that yet on this server and considering the extremely small classics that we have this could work out very nice
 

Report

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Scavenging off would definitely be very nice. no hauls (at all) would give players a chill Fall classic, allow more players to get involved and be relevant and keep the world competitive.

All top players can slam scav runs every 40/80/120 minutes etc, but would be nice having a completely no haul for a change.



Tribe limit >> I do agree with you that small seems nice, but only in theory on a US classic. Other servers it seems to work occasionally, but on this server a smaller limit is just going to result in tribes having multiple side-pieces to their team, going more offensive and just battering ramming all enemies with no chance of counterplay.

Completely eliminating a tribe's ability to defend by lowering it to 5 limit will just force teams into going offensive and using diplomacy + betrayals to fuel their gains.

You've seen the last few classics even with ~10 mans, it is very difficult to defend until endgame when tribes have 100+ villages combined (or if they completely own the map and diplomatic flow of the game) so if I were to lead a 5-man, I would succumb to mass-allying to ensure that my team doesn't get blitzed with no counter (as has been seen in the past) and that sort of game isn't as fun or competitive.
 

Coco and Co

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I will second the settings, I think it seems like an interesting mix.

I also do want to emphasize that relocating near a friend should be removed, we have already seen it abused on a regular world, the advantage would only scale harder on classic world.

Only changes I would make is:
No fake limit -
honestly the scripts for faking are super inconsistent with the limit, even if it is small, and it discourages players from faking AT ALL, and I can only imagine new players trying to do the math in their head on how to fake LOL.
(I mean I will still send 1,000s obviously lolol)

Tribe Lock - I am not generally a fan of this setting, but like Report has mentioned, people do tend to abuse noobs and gather massive coalitions which are harder to overcome on classic style settings because of the firepower that can be had. Also, coalitions in general just switch people around to defend and generally have a player / account / eventually village advantage that makes it pretty non competitive as long as there is someone who tells them what to do and when to do it.

Noobs will follow a bad leader who "promises" a badge to everyone until eventually the noobs find out they aren't on the win list and they were just used and then feel unaccomplished and leave the game.

I am curious if there maybe is a tribe switch limit possibility that could be introduced, can only switch tribes 2x total on an account? But that may be abused for similar reasons but just an interesting idea.

<3

~Coco
 

Im not Crazy Henkie.

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My issue with 12 man tribe is that it will be not interesting on who is going to win.

USC4 got an interesting twist because it was a 2nd classic, but basically USC1 was won by the expected tribe and at least with low tribe limit there will be like 2-3 good ones hopefully.

But I understand your alliance POV.
 

Report

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My issue with 12 man tribe is that it will be not interesting on who is going to win.

USC4 got an interesting twist because it was a 2nd classic, but basically USC1 was won by the expected tribe and at least with low tribe limit there will be like 2-3 good ones hopefully.

But I understand your alliance POV.
Do you believe the outcome on Usc1 would have been different if it were a 5 man?

I understand that less individuals there would have received a banner, but realistically Sweeney was the only leader who truly showed up to that world. Nothing would have stopped him from having a 2nd tribe/3rd tribe if more opposition showed up, and I don't know who would have genuinely put in significant effort to fight him.

I had considered the world, but then decided not to do so, but it wasn't due to tribe limit and 5/10/15 member limit I don't think the outcome would have been any different besides the final roster list of who received the win under his leadership.


For genuine leaders who don't make false promises... it's also extremely problematic you can't guarantee 5 people the win in a 5 man tribe, but other tribes where the leaders don't care they can dm everyone false hopes that those individuals will receive the win and keep everyone lingering around... only to make cuts once 60% dominance comes near and basically just causing chaos.

To get a serious 5-man here and completely telling everyone else to screw off is impossible. You're going to need to tell many people they're going to get the win, or you're going to have to tell them THEY WONT WIN... and they'll just go to another team that will promise them that opportunity whether it is true or not.
 

TerveNihao

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No haul would be great, and also tribe member limit 12 is a good option. Maybe game speed 3 and unit speed 0.5 can be funny.

And also i think a selectable night bonus would be good, so players from all over usa and world, europe etc can play
 

Report

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May be too close towards US82 release now. Since 82 is likely coming out october 14th, hype of classic would be overshadowed by new world.
 
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My issue with 12 man tribe is that it will be not interesting on who is going to win.

USC4 got an interesting twist because it was a 2nd classic, but basically USC1 was won by the expected tribe and at least with low tribe limit there will be like 2-3 good ones hopefully.

But I understand your alliance POV.
Member limit won't change anything, US server has decreased member limits for the last 10 years partly due to a decrease in players but also because people felt like it would make it more competitive. All it did was cause tribes to get more diplomacy. Look at W79 for example. The top 4 tribes are ether ally's or NAPS. Which accounts for 81% of the world's villages. I am not saying a 5 man tribe won't be fun on a small classic. It could work here, or it could result in a lot more diplomacy because friends are in different tribes.
 
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